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/*
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* Copyright (c) 2014 Lukasz Marek
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*
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* This file is part of FFmpeg.
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*
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* FFmpeg is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* FFmpeg is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with FFmpeg; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef AVDEVICE_OPENGL_ENC_SHADERS_H
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#define AVDEVICE_OPENGL_ENC_SHADERS_H
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#include "libavutil/pixfmt.h"
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static const char * const FF_OPENGL_VERTEX_SHADER =
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"uniform mat4 u_projectionMatrix;"
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"uniform mat4 u_modelViewMatrix;"
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"attribute vec4 a_position;"
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"attribute vec2 a_textureCoords;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
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"texture_coordinate = a_textureCoords;"
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"}";
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/**
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* Fragment shader for packet RGBA formats.
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*/
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static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform mat4 u_colorMap;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
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"}";
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/**
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* Fragment shader for packet RGB formats.
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*/
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static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform mat4 u_colorMap;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
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"}";
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/**
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* Fragment shader for planar RGBA formats.
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*/
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static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"uniform sampler2D u_texture3;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
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"texture2D(u_texture1, texture_coordinate).r,"
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"texture2D(u_texture2, texture_coordinate).r,"
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"texture2D(u_texture3, texture_coordinate).r);"
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"}";
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/**
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* Fragment shader for planar RGB formats.
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*/
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static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
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"texture2D(u_texture1, texture_coordinate).r,"
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"texture2D(u_texture2, texture_coordinate).r,"
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"1.0);"
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"}";
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/**
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* Fragment shader for planar YUV formats.
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*/
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static const char * const FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"uniform float u_chroma_div_w;"
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"uniform float u_chroma_div_h;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"vec3 yuv;"
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"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
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"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
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"0.0, -0.39173, 2.0170,"
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"1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
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"}";
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/**
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* Fragment shader for planar YUVA formats.
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*/
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static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"uniform sampler2D u_texture3;"
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"uniform float u_chroma_div_w;"
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"uniform float u_chroma_div_h;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"vec3 yuv;"
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"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
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"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
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"0.0, -0.39173, 2.0170,"
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"1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
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"}";
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static const char * const FF_OPENGL_FRAGMENT_SHADER_GRAY =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"float c = texture2D(u_texture0, texture_coordinate).r;"
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"gl_FragColor = vec4(c, c, c, 1.0);"
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"}";
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#endif /* AVDEVICE_OPENGL_ENC_SHADERS_H */
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